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In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class BackgroundMovementController : MonoBehaviour +{ + public GameObject backgroundObject; + private GameObject backgroundObject1; + private GameObject backgroundObject2; + private float distance; + private Rigidbody2D brg2D1; + private Rigidbody2D brg2D2; + public float speed; + private float leftBound; + // Start is called before the first frame update + void Start() + { + backgroundObject1 = Instantiate(backgroundObject); + backgroundObject2 = Instantiate(backgroundObject); + brg2D1 = backgroundObject1.GetComponent(); + brg2D2 = backgroundObject2.GetComponent(); + Vector2 speedVector = new(speed, 0); + brg2D1.velocity = speedVector; + brg2D2.velocity = speedVector; + Vector2 topLeft = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)); + leftBound = topLeft.x; + + SpriteRenderer sRenderer = backgroundObject1.GetComponent(); + distance = sRenderer.bounds.extents.x * 2; + backgroundObject2.transform.position = new Vector3(backgroundObject2.transform.position.x + distance, + backgroundObject2.transform.position.y, backgroundObject2.transform.position.z); + } + + // Update is called once per frame + void Update() + { + + if (brg2D1.transform.position.x <= leftBound) + { + Vector3 newPosition = new(brg2D2.transform.position.x + distance, + brg2D2.transform.position.y, + brg2D2.transform.position.z); + brg2D1.transform.position = newPosition; + } + else if (brg2D2.transform.position.x <= leftBound) + { + Vector3 newPosition = new(brg2D1.transform.position.x + distance, + brg2D1.transform.position.y, + brg2D1.transform.position.z); + brg2D2.transform.position = newPosition; + } + } + +} diff --git a/Assets/Scripts/ButtonEventHandler.cs b/Assets/Scripts/ButtonEventHandler.cs new file mode 100644 index 0000000..fc160c8 --- /dev/null +++ b/Assets/Scripts/ButtonEventHandler.cs @@ -0,0 +1,46 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class ButtonEventHandler : MonoBehaviour +{ + private void Start() + { + Screen.orientation = ScreenOrientation.LandscapeLeft; + Screen.autorotateToLandscapeLeft = true; + Screen.autorotateToLandscapeRight = true; + Screen.autorotateToPortrait = false; + Screen.autorotateToPortraitUpsideDown = false; + } + public void OnStart() + { + SceneManager.LoadScene("MainScene"); + } + + public void OnQuit() + { + Application.Quit(); + } +} diff --git a/Assets/Scripts/GameController.cs b/Assets/Scripts/GameController.cs new file mode 100644 index 0000000..6d4398f --- /dev/null +++ b/Assets/Scripts/GameController.cs @@ -0,0 +1,66 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class GameController : MonoBehaviour +{ + public GameObject playerPrefab; + GameObject player; + public float playerSpawnDistance; + public GameObject distanceTextPrefab; + private Text distanceText; + private float initialPlayerPosition; + + void Awake() + { + Screen.orientation = ScreenOrientation.LandscapeRight; + } + + // Start is called before the first frame update + void Start() + { + player = Instantiate(playerPrefab); + initialPlayerPosition = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x + playerSpawnDistance; + player.transform.position = new Vector3(initialPlayerPosition, + player.transform.position.y, + player.transform.position.z); + Screen.orientation = ScreenOrientation.LandscapeLeft; + Screen.autorotateToLandscapeLeft = true; + Screen.autorotateToLandscapeRight = true; + Screen.autorotateToPortrait = false; + Screen.autorotateToPortraitUpsideDown = false; + + GameObject disText = Instantiate(distanceTextPrefab); + disText.transform.SetParent(GameObject.Find("Canvas").transform, false); + distanceText = disText.GetComponent(); + } + + // Update is called once per frame + void Update() + { + var distance = (player.transform.position.x - initialPlayerPosition) * 40; + distanceText.text = "DISTANCE:" + ((int)distance).ToString() + "M"; + } +} diff --git a/Assets/Scripts/HealthBarController.cs b/Assets/Scripts/HealthBarController.cs new file mode 100644 index 0000000..b716c2b --- /dev/null +++ b/Assets/Scripts/HealthBarController.cs @@ -0,0 +1,48 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class HealthBarController : MonoBehaviour +{ + private Image meterImage; + + private Text hpText; + public int maxHealthValue; + // Start is called before the first frame update + void Start() + { + meterImage = GameObject.FindGameObjectsWithTag("MeterImage")[0].GetComponent(); + hpText = GetComponentInChildren(); + hpText.text = "HP:" + maxHealthValue; + } + + // Update is called once per frame + + public void SetHealth(int newHealthValue) + { + meterImage.fillAmount = (float)newHealthValue / maxHealthValue; + hpText.text = "HP:" + newHealthValue.ToString(); + } +} diff --git a/Assets/Scripts/HealthController.cs b/Assets/Scripts/HealthController.cs new file mode 100644 index 0000000..ad34f97 --- /dev/null +++ b/Assets/Scripts/HealthController.cs @@ -0,0 +1,61 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class HealthController : MonoBehaviour +{ + // Start is called before the first frame update + private int health; + public int initialHealth; + public GameObject healthBarPrefab; + private GameObject healthBar; + private HealthBarController controller; + void Start() + { + health = initialHealth; + healthBar = Instantiate(healthBarPrefab); + controller = healthBar.GetComponent(); + controller.maxHealthValue = initialHealth; + healthBar.transform.SetParent(GameObject.Find("Canvas").transform, false); + healthBar.SetActive(true); + } + + // Update is called once per frame + + public void IncreaseHealth() + { + if (health < initialHealth) + controller.SetHealth(++health); + } + + public void DecreaseHealth() + { + controller.SetHealth(--health); + if (health <= 0) + { + SceneManager.LoadScene("StartupScene"); + } + } +} diff --git a/Assets/Scripts/MovementController.cs b/Assets/Scripts/MovementController.cs new file mode 100644 index 0000000..7892c44 --- /dev/null +++ b/Assets/Scripts/MovementController.cs @@ -0,0 +1,86 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MovementController : MonoBehaviour +{ + public bool isJumping = false; + private bool isPressing = false; + private bool isDoubleJumping = false; + private Rigidbody2D rb2D; + public float xSpeed; + public float jumpSpeed; + + // Start is called before the first frame update + void Start() + { + rb2D = GetComponent(); + Vector2 speed = rb2D.velocity; + speed.x = xSpeed; + rb2D.velocity = speed; + } + + // Update is called once per frame + void Update() + { + + } + + private void FixedUpdate() + { + Vector2 speed = rb2D.velocity; + speed.x = xSpeed; + if (Input.GetKey(KeyCode.Space) || Input.touchCount > 0) + { + if (!isPressing) + { + isPressing = true; + if (isJumping && !isDoubleJumping) + { + speed.y = jumpSpeed; + isDoubleJumping = true; + } + else if (!isJumping || !isDoubleJumping) + { + speed.y = jumpSpeed; + isJumping = true; + } + } + } + else + { + isPressing = false; + } + rb2D.velocity = speed; + } + + private void OnCollisionEnter2D(Collision2D collision) + { + if (collision.gameObject.CompareTag("Floor")) + { + isJumping = false; + isDoubleJumping = false; + } + } +} diff --git a/Assets/Scripts/RockController.cs b/Assets/Scripts/RockController.cs new file mode 100644 index 0000000..d801a7b --- /dev/null +++ b/Assets/Scripts/RockController.cs @@ -0,0 +1,61 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class RockController : MonoBehaviour +{ + public float xSpeed; + Rigidbody2D rb2d; + private float leftBound; + AudioSource audioSource; + // Start is called before the first frame update + void Start() + { + rb2d = GetComponent(); + audioSource = GetComponent(); + rb2d.velocity = new Vector2(xSpeed, 0); + leftBound = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x; + } + + // Update is called once per frame + void Update() + { + if (transform.position.x < leftBound) + { + gameObject.SetActive(false); + } + } + + private void OnCollisionEnter2D(Collision2D collision) + { + if (collision.gameObject.CompareTag("Player")) + { + audioSource.Play(); + HealthController healthController = collision.gameObject.GetComponent(); + healthController.DecreaseHealth(); + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/RockGenerator.cs b/Assets/Scripts/RockGenerator.cs new file mode 100644 index 0000000..6d8dfbf --- /dev/null +++ b/Assets/Scripts/RockGenerator.cs @@ -0,0 +1,72 @@ +/* + zlib License + + Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1.The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RockGenerator : MonoBehaviour +{ + public GameObject rockPrefab; + public float offset; + public float initialPosition; + public float fixedDistance; + public float floatingDistance; + float xSpeed; + private List rockObjects; + private GameObject maxStone; + // Start is called before the first frame update + void Start() + { + BackgroundMovementController controller = GetComponent(); + xSpeed = controller.speed; + + rockObjects = new List(); + float initialPos = initialPosition; + for (int i = 0; i < 7; i++) + { + initialPos += fixedDistance + floatingDistance * Random.value; + GameObject curRockObject = Instantiate(rockPrefab); + curRockObject.transform.position = new Vector3(initialPos, + offset); + curRockObject.GetComponent().xSpeed = xSpeed; + rockObjects.Add(curRockObject); + } + maxStone = rockObjects[^1]; + } + + // Update is called once per frame + void Update() + { + foreach (GameObject curRockObject in rockObjects) + { + if (!curRockObject.activeSelf) + { + curRockObject.transform.position = new Vector3(maxStone.transform.position.x + + fixedDistance + floatingDistance * Random.value, + curRockObject.transform.position.y); + curRockObject.SetActive(true); + curRockObject.GetComponent().velocity = new Vector2(xSpeed, 0); + maxStone = curRockObject; + } + } + } +} diff --git a/Assets/Sounds/background.mp3 b/Assets/Sounds/background.mp3 new file mode 100644 index 0000000..d6a6798 Binary files /dev/null and b/Assets/Sounds/background.mp3 differ diff --git a/Assets/Sounds/collision.wav b/Assets/Sounds/collision.wav new file mode 100644 index 0000000..662c160 Binary files /dev/null and b/Assets/Sounds/collision.wav differ diff --git a/Assets/SpriteSheet/HealthBar.png b/Assets/SpriteSheet/HealthBar.png new file mode 100644 index 0000000..b201f31 Binary files /dev/null and b/Assets/SpriteSheet/HealthBar.png differ diff --git a/Assets/SpriteSheet/icon.png b/Assets/SpriteSheet/icon.png new file mode 100644 index 0000000..2d16103 Binary files /dev/null and b/Assets/SpriteSheet/icon.png differ diff --git a/Assets/SpriteSheet/rock.png b/Assets/SpriteSheet/rock.png new file mode 100644 index 0000000..577fd83 Binary files /dev/null and b/Assets/SpriteSheet/rock.png differ diff --git a/Assets/SpriteSheet/runAnimation.png b/Assets/SpriteSheet/runAnimation.png new file mode 100644 index 0000000..2a61822 Binary files /dev/null and b/Assets/SpriteSheet/runAnimation.png differ diff --git a/Assets/SpriteSheet/skyBackground.jpg b/Assets/SpriteSheet/skyBackground.jpg new file mode 100644 index 0000000..7f05f2b Binary files /dev/null and b/Assets/SpriteSheet/skyBackground.jpg differ diff --git a/Assets/SpriteSheet/splash.jpg b/Assets/SpriteSheet/splash.jpg new file mode 100644 index 0000000..cd70f4e Binary files /dev/null and b/Assets/SpriteSheet/splash.jpg differ diff 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